[comp.graphics] Laser speckle

dave@onfcanim.UUCP (Dave Martindale) (01/08/89)

Laser speckle is a particularly special case of interference, because it
happens in your eye, not on the surface that the laser is hitting.

A ray-tracing system that dealt with interference of light from different
sources would show the interference fringes that occur when a laser
light source is split into two beams and recombined, and the interference
of acoustic waves.  But to simulate laser speckle, you'd have to trace
the light path all the way back into the viewer's eye and calculate
interference effects on the retina itself.

If you don't believe me, try this: create a normal two-beam
interference fringe pattern.  As you move your eye closer, the fringes
remain the same physical distance apart, becoming wider apart in
angular position as viewed by your eye.  The bars will remain in the
same place as you move your head from side to side.

Now illuminate a target with a single clean beam of laser light.  You
will see a fine speckle pattern.  As you move your eye closer, the
speckle pattern does not seem to get any bigger - the spots remain the
same angular size as seen by your eye.  As you move your head from side
to side, the speckle pattern moves.

As the laser light reflects from a matte surface, path length
differences scramble the phase of light travelling by slightly
different paths.  When a certain amount of this light is focused on a
single photoreceptor in your eye (or a camera), the light combines
constructively or destructively, giving the speckle pattern.  But the
size of the "grains" in the pattern is basically the same as the
spacing of the photorecptors in your eye - basically each cone in your
eye is receiving a random signal independent of each other cone.

The effect depends on the scattering surface being rougher than 1/4
wavelength of light, and the scale of the roughness being smaller than
the resolution limit of the eye as seen from the viewing position.
This is true for almost anything except a highly-polished surface,
so most objects will produce speckle.

Since the pattern is due to random variation in the diffusing surface,
there is little point in calculating randomness there, tracing rays
back to the eye, and seeing how they interfere - just add randomness
directly to the final image (although this won't correctly model how
the speckle "moves" as you move your head).

However, to model speckle accurately, the pixel spacing in the image
has to be no larger than the resolution limit of the eye, about half an
arc minute.  For a CRT or photograph viewed from 15 inches away, that's
450 pixels/inch, far higher than most graphics displays are capable
of.  So, unless you have that sort of system resolution, you can't show
speckle at the correct size.